Community Atlas - Lampoteuo Region
Josh.P.
Traveler
Hi Team,
Here's a progress shot on my work on the Lampoteuo region. I have basically mapped the detail of what was provided in the regional map at this stage. Next I will start to add more detail and make the grasslands around the area more interesting.
Open to any and all constructive feedback.
Thanks,
Daplunk
Here's a progress shot on my work on the Lampoteuo region. I have basically mapped the detail of what was provided in the regional map at this stage. Next I will start to add more detail and make the grasslands around the area more interesting.
Open to any and all constructive feedback.
Thanks,
Daplunk
Comments
I hadn't even thought about the roads and river yet. Yet were a direct import from the original map. I shall tackle those tonight. Agree that the normal drawing tool should work here.
I'm keeping away from the idea of rapids and waterfalls and the city is designed around the concept of shipping being used for trade down-stream to Nyxotos. It could possibly have an elevator installed down the side of a waterfall with a port on either end though... hmmm. It would probably be more efficient for them to trade with Katabaros if that was the case.
And yes there is no symbol that shows the river coming through the map so this is not a realistic representation of all the buildings but symbols to represent the core locations. I've attached the progress on the city. It's one I started a long time ago but never finished re-purposed for the Community Atlas.
My current challenge is to bring life to the vast grassland areas. It's way too barren right now and I need to find something that looks acceptable to give it life while stiff remaining true to the large grass plain from the regional map.
It is looking a bit weird to me that none of the small roads south of the city try to cross the river though, everything seems to need to pass through the city, even though it is actually a fair distance away.
That river also look a bit on the wide side. You haven't placed scale bars yet, but it looks unnaturally wide. Have you tried just using Info -> Distance to measure the width of it? By using a polygon to represent it, it looks much nicer, but it also turns into more of an accurate representation of the river, and not a simple line just indicating it is there, so width suddenly becomes more important.
Scale bars is something I have very little experience with. I always map by making it look acceptable not measured correctly haha. I'll play with that tonight though and have a think about the width of both the river and the main road.
I spent two nights staring at this map unsure how to make the vast grassland come alive. Ultimately I had a discussion with Tony Crawford and he gave some hints on how do it and I'm really happy with it. The isometric symbols work quite well in the regional maps i find.
Haha the hobbit holes I have not put any thought into from a story/regional impact point of view. I just figured they looked cute haha. Will need to figure it out though as I am documenting this in Realm Works also.
* Barbarian tribe names to be confirmed by Realm Works community member who is documenting these tribes.
* Barbarian towns to be updated to match tribes based on information as per above.
* Quarry - should it be moved closed to the hills since that would represent a more realistic source of stone.
* Border - should re-work this, it's doing funky things on the corners.
* Sign the map.
* Name the 2x caves.
* Should I name the river?
* Roads are not visible enough. Reduce effects.
Not so sure about the shadows on the trees. I think overland maps look better without them - but that may just be a personal thing